3 - Traded for Combat Mage Armor
10 - Traded for Combat Mage Armor
12 –13 A cunning pair of goggles that speaks of a fashion that never goes out
of style, your character’s Magic Optic System is a favorite accessory.
18 Whether your character’s a Techno-Wizard or just wants to travel like one, the
Wingboard is a great choice for him.
9 –10 Your hero is in good shape with a TW Shard Pistol at her side.

8 Micro exoskeleton enhancements in the upper torso and arms give your hero a +1
to all Strength checks and fighting damage rolls.
9 –10 x2 Good for all combat situations, this armor suit has +1 embedded Toughness to
handle the sharpest blades and most piercing lasers. This result may be applied
up to two times.
12 Significant environmental system improvements grant your hero +1 to Vigor checks
while wearing this suit. If your suit does not have Full Environmental Protection,
this result provides that benefit instead.
12 Significant environmental system improvements grant your hero +1 to Vigor checks
while wearing this suit. If your suit does not have Full Environmental Protection,
this result provides that benefit instead.
13 –14 Extraordinary craftsmanship and lightweight materials mean your adventurer’s
suit has its Strength Minimum reduced by one die type, while still gaining +1
Armor. This result may be applied up to two times.

Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.

Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.

Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.

Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.

Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).

Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.

Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.

Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.

Energy Conservation: The character reduces the cost to use power by 1 on a raise.

Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.

Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

Hindrances

Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.

Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.

Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.

Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.

Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.

Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.

Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.

Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).

Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.

Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.

Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.

Energy Conservation: The character reduces the cost to use power by 1 on a raise.

Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.

Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

Power Points: Taken Multiple times

New Power: Taken Multiple times

Hindrances

Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.

Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.

Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.

Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.

Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.

Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.

Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.

Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).

Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.

Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.

Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.

Energy Conservation: The character reduces the cost to use power by 1 on a raise.

Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.

Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

Hindrances

Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.

Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.

Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.

Considered by many the pinnacle of Techno-Wizard armor design, this suit implements magically forged metals, mystic crystal energy cells, and rune-patterned conduits and circuits to provide the arcane version of power armor. The wearer gains +2 Toughness and +7 Armor, as well as a Strength increase of one die type.
He also gains the same Full Environment Protection found in most fully sealed armor suits of the non-magical variety; the suit construction doesn’t necessarily show itself to be sealed, as many designs rely on arcane force fields to fill stylistic gaps. The helmet of the armor grants access to both the darksight and farsight powers, and the armor does not require charging when on a ley line. Outside of a ley line, Combat Mage Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work. (9 lb, 250,000 credits)

8 Micro exoskeleton enhancements in the upper torso and arms give your hero a +1 to all Strength checks and fighting damage rolls.
9 –10 x2 Good for all combat situations, this armor suit has +2 embedded Toughness to handle the sharpest blades and most piercing lasers. This result may be applied up to two times.
12 Significant environmental system improvements grant your hero +1 to Vigor checks while wearing this suit. If your suit does not have Full Environmental Protection, this result provides that benefit instead.
13 –14 Extraordinary craftsmanship and lightweight materials mean your adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor. This result may be applied up to two times.

Originally developed by an Altess aristocrat who had been literally burned one too many times, the Eviscerator was deliberately designed as a technological equivalent to a lesser rune weapon for a fraction of the cost. As an added bonus, the AI driving the system has become expert in using its personality mapping to deliver just the right amount of flattery without being too obvious a kiss-ass about it. This powerful, two-handed weapon is a bit much for your average Altessian noble, but looks very nice mounted above a fireplace.
• Damage: Str+2d10+2, AP 2, MD
• Artificial Intelligence
• • The A.I. built into the weapon acts as a grade IV field computer (TLPG p. 104), using its nano-telepathic bond to pass on its knowledge. It can also use minor electrical discharges to interact with nearby devices.
• • The A.I. also has a quirk of delivering just the right amount of flattery without being too obvious a kiss-ass about it.
• • Communicates through nano-telepathy. Nano-telepathic bond is maintained through contact only; broken if separated from bearer. When a bearer bonds with the weapon, it injects nano-machines into the character. It then uses these to map the character's genetic I.D. and to communicate with the bearer. This process takes one hour to complete.
• • Personality: The personality and ethics subroutine of the A.I. is unique and develops over time as the weapon maps itself to its bearer.
• Electrical Discharge:
• • Range: Range: 10/20/40
• • Damage: 1–3d6, AP 0
• • ROF: 1
• • Payload: 4; regenerates 4 charges per hour
• • This is a shooting attack: A raise on shooting creates a 2d4 Electrical Damage Field that lasts until the beginning of the character's next turn, instead of the normal extra d6 of damage
• Modifiers: Two-handed weapon
• Weight: 7 lbs.

Enchanted Bag of Holding (Patron Item)

OOC Comments

these items are sold in the Federation of Magic, Atlantis and other places familiar with dimensional magic. Capable of preserving and holding items for the wearer to draw in a hurry the bags are incredibly handy.
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds. Features:Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, food ration pack, minor items or individual tools.

10 Attachments See reply at end of page

Enchanted Bag of Holding

OOC Comments

these items are sold in the Federation of Magic, Atlantis and other places familiar with dimensional magic. Capable of preserving and holding items for the wearer to draw in a hurry the bags are incredibly handy.
• the character may carry an additional 20lbs in these magic pockets.
Base cost: 1,000
Special Brawny: 20,000
Magic Trapping: 5,000
Total: 26,000

Enchanted Bag of Holding

OOC Comments

these items are sold in the Federation of Magic, Atlantis and other places familiar with dimensional magic. Capable of preserving and holding items for the wearer to draw in a hurry the bags are incredibly handy.
• the character may carry an additional 20lbs in these magic pockets.
Base cost: 1,000
Special Brawny: 20,000
Magic Trapping: 5,000
Total: 26,000

Magic Amulet

OOC Comments

Armor +4, Against Spulgorth magics, not only gives no protection, but inflicts Vulnerability on wearer.

enchanted with elemental manipulation this pot fill with water and heat with external flame making cooking easy. Requires 1 PPE per hour to operate.

NG-S2 Survival Pack

Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)

One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.

One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.

One short-range radio, five-mile range.

One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).

One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.

Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.

One of the oddest, yet most iconic, Techno-Wizard creations is the Wingboard, also called the TK-Glider in some circles. With no engine, the device is designed to channel ley line energy to allow the rider to skim a line at an elevation of 100 to 1,000 feet off the ground. Causing the board to initially lift requires 1 Power Point. (26,000 credits)

Extra - Ley Line Walker Light Armor (TW)

OOC Comments

+3 Armor

Strength Minimum: N/A

Environment Protection:

Weight: 4 lb

Cost: 9,000

Note: comes with a breath mask and magical filter system that provides +4 to Vigor rolls against airborne toxins and diseases.

Extra - NG-33 Laser Pistol

OOC Comments

Range: 15/30/60

Damage: 2d4+1, AP 2

RoF: 1

Shots: 20

Weight: 4 lbs

Notes: Semi-Auto

Extra - Magic Optic System (TW):

OOC Comments

Though gem-encrusted visors, full helms, and even elaborate sunglasses can be crafted to serve, most Techno-Wizards prefer the classic goggles approach to creating this mystical sensory enhancement system. It provides +2 to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana. The system requires 1 Power Point per hour of use. (1 lb, 30,000 credits)

Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.

Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.

Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.

Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.

Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).

Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.

Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.

Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.

Energy Conservation: The character reduces the cost to use power by 1 on a raise.

Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.

Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

Hindrances

Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.

Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.

Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.

Rank: Novice
Power Points: 2
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Trappings: See Title Above.
Detect/conceal arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
The power can also be reversed to conceal a single supernatural item, being, or effect.
This has the same cost, but the duration is much longer — 1 hour with a maintenance cost of 1 per hour. When used in this way,
those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s skill (rolled anew each time detect arcana is cast).
The detecting character may only attempt to see through concealed powers once per fresh casting.

EXALTED DETECT/CONCEAL ARCANA (MEGA POWER)

Power Points: 4
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Trappings: See Title Above.
This Mega Power effect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
What kind of magic is at work.
Currently active powers.
General type of supernatural creature (vampire, werewolf, dragon, etc).
Any enchantments present on an item.
How much PPE or ISP a target possesses.
Other information the GM thinks appropriate.
When used on a supernatural creature, a raise on the arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by finding an object important to it in life, but not exactly what that object is or where it’s located.
This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen orfound with clairvoyance or divination.

Cloak of Displacement (Teleport), Portable Holes (Teleport Greater)

TELEPORT

Rank: Seasoned
Power Points: 3+
Range: Special
Duration: Instant
Trappings: See Title Above.
Teleport allows a character to disappear and instantly reappear up to 10" distant for each 3 Power Points spent, or 15" with a raise. This counts as his movement for the round.
Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at −2. If it is an unknown area he has never seen, the roll is at a–4 penalty.
Failure of either roll means the teleporter hit an object of some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster—in addition to being Shaken he also suffers 2d6 damage.
The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above.
► Carrying Others: The hero can carry other beings with him at the cost of a level of Fatigue per additional “rider.” More than two may be carried at once, but causes instant Incapacitation. One Fatigue level is regained for each full hour of rest.

GREATER TELEPORT (MEGA POWER)

Power Points: 5+
Range: Special
Duration: Instant
Trappings: See Title Above.
Greater teleport extends the Ranges to 20" (40 yards) per 5 PPE or ISP spent, or 30" (60 yards) with a raise. The caster can carry up to five others without having to risk Fatigue.
Each additional person he carries beyond those five imposes an automatic Fatigue level, as per the core teleport power.

Magic Net (Entangle), Stasis Orb (Greater Entangle)

ENTANGLE

Rank: Novice
Power Points: 2–4
Range: Smarts
Duration: Special
Trappings: See Title Above.
This power allows the character to restrain a target with snaking vines, lengths of hair, spider webs, or some other vine-like trapping.
The arcane skill roll is opposed by the target’s Agility. Success indicates partial restraint so that the target suffers a −2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or Strength.
Each following action, an entangled target may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at–2.
For 2 Power Points entangle targets a single opponent. For 4 points it affects everyone in a Medium Burst Template.

GREATER ENTANGLE

Power Points: +2
Range: Smarts × 2
Duration: Special
Trappings: See Title Above.
Using this Mega Power version means targets are fully entangled on a success. A raise means attempts to escape are made at −4.

Sands of Destiny (Boost/Lower Trait & Greater Boost/Lower Trait)

BOOST/LOWER TRAIT

Rank: Novice
Power Points: 2
Range: Smarts
Duration: 3 (1/round)
Trappings: See Title Above.
This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.
The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
► Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.

GREATER BOOST/LOWER TRAIT (MEGA POWER)

Power Points: 4
Range: Smarts × 2
Duration: 3 (1/round)
Trappings: See Title Above.
This Mega Power doubles the power’s effect; two die types for a success, four with a raise.

Wizards Watch (Quickness & Exalted Quickness)

QUICKNESS

Rank: Seasoned
Power Points: 4
Range: Touch
Duration: 3 (2/round)
Trappings: See Title Above.
This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. With a raise, the recipient can redraw any initiative cards lower than Eight each round.

EXALTED QUICKNESS (MEGA POWER)

Power Points: 8
Range: Touch
Duration: 3 (2/round)
Trappings: See Title Above.
In addition to the two complete turns the character gains with quickness, he may ignore up to two points of multi-action penalties on each of those turns.

Rank: Novice
Power Points: 1 per missile
Range: 12/24/48
Duration: Instant
Trappings: See Title Above.
Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6.
► Additional Bolts: The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the full-auto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice.
► Additional Damage: The caster may instead cast a single 3d6 bolt for 2 Power Points. He may not cast multiple bolts when using this ability.

ONSLAUGHT

Power Points: 2–8 or 4
Range: 18/36/72
Duration: Instant
Trappings: See Title Above.
The caster can throw up to four 3d6 bolts for two Power Points each, or a single 6d6 bolt for 4 Power Points. In either case, the damage is Mega Damage.

Talisman of Iron (Armor), Elixir of Stone Skin (Greater Armor)

Armor

Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Trappings: See Title Above.
Armor creates a field of magical protection around a character or an actual shell of some sort, effectively giving the target Armor. Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.
Whether the armor is visible or not depends largely on the trapping.

Rank: Seasoned
Power Points: 3
Range: Smarts
Duration: Instant
Trappings: See Title Above.
Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon’s breath or a banshee’s scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise.
Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on Hold and interrupt his foe’s action as usual.
In either case, dispelling the opponent’s power is an opposed roll of arcane skills.
The dispelling character suffers a −2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, etc).

EXALTED DISPEL (MEGA POWER)

Power Points: 6
Range: Smarts × 2
Duration: Instant (1d6 minutes)
Trappings: See Title Above.
This is the ultimate directed dispel power, able to undo any active power currently active in a Large Burst Template. It can also dampen enchantments on items within the area, shutting them down for 1d6 minutes.
When used against items, the casting roll is against a base 4 instead of opposed; the GM should feel free to impose penalties for particularly powerful items (−2 for a major item, −4 for an artifact, or even −6 for a true relic of great power).

Collected Surprises

This is a trapping of the talisman EdgeTalisman Craftsman
Requirements: Novice, Smarts d8+, Spirit d8+, Arcane Background (Magic or Miracles), Knowledge (Occult) d8+, arcane skill d8+
This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy.
The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge.
The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) or Spirit (miracles) roll.

Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.

Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.

Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.

Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.

Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).

Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.

Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.

Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.

Energy Conservation: The character reduces the cost to use power by 1 on a raise.

Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.

Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

Hindrances

Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.

Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.

Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.

Table (roll 4): More PPE means more power to work with, and your character has it. He gains +5 PPE to his base.

Table (roll 14): Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. Detect/Conceal Arcana

Table (roll 20): Chose and result: More PPE means more power to work with, and your character has it. He gains +5 PPE to his base.

Table (roll 19): Chose any result: Energy Conservation, the character reduces the cost to use a power by 1 on a raise.

Table (roll 4): More PPE means more power to work with, and your character has it. He gains +5 PPE to his base.

Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.

Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.

Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.

Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.

Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).

Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.

Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.

Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.

Energy Conservation: The character reduces the cost to use power by 1 on a raise.

Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.

Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

Hindrances

Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.

Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.

Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.

Enchanted Bag of Holding (Patron Item)these items are sold in the Federation of Magic, Atlantis and other places familiar with dimensional magic. Capable of preserving and holding items for the wearer to draw in a hurry the bags are incredibly handy.
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
{Custom item approved by @Freemage}Features:Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, food ration pack, minor items or individual tools.

Attachment: Shard Pistol

Attachment: NG-33 Laser Pistol

Attachment: Magic Optic System

Attachment: Wooden Cross

Attachment: Altess Eviscerator

Attachment: Magic Amulet

Attachment: Mental Incapacitator

Attachment: Vibro-knife

Attachment: Flaming sword

Attachment: TW Enchanted Cookware

Enchanted Bag of Holding 2these items are sold in the Federation of Magic, Atlantis and other places familiar with dimensional magic. Capable of preserving and holding items for the wearer to draw in a hurry the bags are incredibly handy.
• the character may carry an additional 20lbs in these magic pockets.

Enchanted IRMSS

Enchanted Translator

TW Jammer Pistol

Enchanted Translator

Bag of salt

Enchanted Bag of Holding 3these items are sold in the Federation of Magic, Atlantis and other places familiar with dimensional magic. Capable of preserving and holding items for the wearer to draw in a hurry the bags are incredibly handy.
• the character may carry an additional 20lbs in these magic pockets.

Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.

Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.

Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.

Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.

Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).

Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.

Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.

Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.

Energy Conservation: The character reduces the cost to use power by 1 on a raise.

Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.

Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

Hindrances

Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.

Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.

Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table

2D6 EFFECT2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

11 Fatigue: The character suffers Fatigue.

12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell